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Wreck
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 PostPosted: Mon Apr 13, 2009 11:53 pm    Post subject: Reply with quote Back to top

Radorn:
It's possible that the banner underneath the main control screen is set out from the wall for appearance purposes. You know, to make it look and feel as though it's built out from the surface it is applied to? It'd give it a little extra depth, which may not have been achievable by simply slapping the texture up, flat against the wall. With how much background data it already takes to construct the many rooms that consist of the control room area, they probably didn't want to waste anymore faces on a decorative detail, by making it a fancy five-sided piece of architecture. Besides, you spend so much time focusing on Natalya and defending her from the onslaught of guards, that something so minor didn't even matter to them. Those are my thoughts, anyway. Wink

Also, many of those posters and hazard signs, in levels like Facility, are primary. So it isn't just secondary that will win-out over the surfaces they're sharing.
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radorn
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 PostPosted: Tue Apr 14, 2009 2:00 pm    Post subject: Reply with quote Back to top

Just a quick thought.
Maybe the z-preference (or whatever it should be called) is a property of certain textures intended for a use that requires it.
Think about it, these textures aren't going to see much use in other areas, if at all, so it could have been implemented as a special flag/property on them like the animated water texture?
BTW, are cristal's transparecy and "reflections" (environment mapping, also used for the bunker's eye plate) also implemented as properties on the texture or is it something else?

And for a change, I'll talk about the level. (sorry man Wink )
What about you do more stuff underground?
 
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Entropy Soldier
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 PostPosted: Mon Apr 20, 2009 12:34 pm    Post subject: Reply with quote Back to top

whoops, sorry i haven't posted in a while, i ended up with a lot of obligations to fulfill all at once.

On topic:
-I don't mind discussion of slightly relevant issues on my topics, they provide insight we might not have gotten if the discussion was shunned.

Radorn:
I think the basic the level layout is complete as it is. If i expanded the underground section (which actually would be hard to do because if it extends out to far, you'll be able to see it from above ground level.) the basement would stop being an expansion of the compound, and the compound would be an expansion of the basement. Thanks for the idea, though.
 
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radorn
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 PostPosted: Mon Apr 20, 2009 4:03 pm    Post subject: Reply with quote Back to top

Entropy Soldier wrote:
[...]if it extends out to far, you'll be able to see it from above ground level.[...]


Wrong. The game will only load/show stuff from rooms other than the one you are in through portals. Aditionally you can use the visibility editor (I think that's what it's called) to set certain rooms to be visible (but not necesarily allowing interaction, I think) from other/all points of the map.

This means you can make a really big underground complex and it won't be seen from the top unless you explicitly make them visible from there.
 
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Dragonsbrethren
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 PostPosted: Mon Apr 20, 2009 4:10 pm    Post subject: Reply with quote Back to top

Yeah, even the stock GE maps have rooms overlapping in a few places (Facility's bathroom, parts of Archives, the vents in Aztec, probably others). There's no sign of it in-game, but check those maps in the visual editor and it's obvious.

Of course the opposite applies as well, and parts of Depot's background, some large silos, are completely invisible in-game since there are no portals linking them to the rest of the stage (there's even a pipe connected to one, which appears to be floating in-game).
 
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Entropy Soldier
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 PostPosted: Mon Apr 20, 2009 4:59 pm    Post subject: Reply with quote Back to top

ahhh...I was going from past experience, failing to factor in the fact that its all one room now ._.

Well, now that I'm done with the geometry (unless anyone has something they would like to see in [i have been considering an under-ground complex, actually, now that i know there's no spacial limitations, but I'd like everyone else's opinion of it before i begin work on it, perhaps doing a library setup with the two sections {a,b,or a and b together}]).
would it be okay to export all the rooms, do the setup file, and when the secondary indices tutorial comes out, edit the room.bin file, re-import everything, and have the setup file function identically?
 
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Wreck
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 PostPosted: Mon Apr 20, 2009 11:37 pm    Post subject: Reply with quote Back to top

Your setup file corresponds more to your clipping file, so you should be safe. Just keep the rooms where they are, otherwise you'll have problems with connections and portals (if made multi-room). You can add secondary elements at anytime without affecting the clipping or setup, since it's only a minor BG modification.

A good example of that... "it's there, but you can't see it" kind of scenario, is Bunker. If you go outside of the bunker and walk up the cleanly plowed trail in the snow, you'll only see blackness. However, the rest of the stage is really out there. You just won't be able to see it.

If you have walls and floors up in the right places, you wouldn't be able to see the rooms below or past them under any circumstances. They'd be totally blocked off and obstructed from your view. So long as they are below ground level, of course.
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Entropy Soldier
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 PostPosted: Mon May 18, 2009 4:31 pm    Post subject: Reply with quote Back to top

Okay, Considering this level has been wandering in limbo in a 80% completed state for a few weeks now, i have decided to complete everything i possibly can, release it, and do the rest later.

Things i need for final release:



Knowledge of secondary indice implementation.

Not much to say here, I'll just wait patiently for this.



Custom Door Models:

I need 3, one to interior to exterior, one for interior, and one for the vault.
Send me a PM if your interested in assisting me in this matter. (I'm not the most adept 3d modeler, and cant do objects with glass.)




I'm surprised, I actually thought i needed more.


anyway...


1. This is my first time portaling, any advice?

2. I keep encountering this glitch where if you line up a shot just right, you can shoot through the floor/ceiling. Considering how i divided up this small map into 10 rooms, is it possible that this is the infamous "island" glitch from surface? How would you advise i fix it? (note, I'm not finished portaling everything yet, still haven't done the windows).
 
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bmw
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 PostPosted: Mon May 18, 2009 10:38 pm    Post subject: Reply with quote Back to top

I have some advice for portaling - use the auto-portal feature, export that to a text file, and then you'll probably have to manually do some stuff - mainly, adjusting the vertical height.

You can find the exact position of where you want the corner of a portal to go by going to room position mode, right-clicking the tri where you want your portal corner to border, choosing modify tri points, and seeing exactly what the coordinates are for that tri. Then you can put those coordinates into your portal file and re-import the portal file.
 
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Entropy Soldier
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 PostPosted: Tue May 19, 2009 5:48 am    Post subject: Reply with quote Back to top

Okay, I've placed all the portals, and will soon be fine tuning them with the method you listed above, bmw.

That mysterious glitch is still there, and could be quite a problem.

It seems it allows you to shoot through the ceiling if it aligns with a door in that room, so i could shoot through the ceiling in the basement and hit someone on the second floor on the main chamber.

There are similar rules for shooting through the floor, but the bullets seem to collide with the top part of the bottom room, making it worthless.

Anyway, I should be done with the initial release today.

EDIT:
or not, something came up <_>
 
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Entropy Soldier
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 PostPosted: Sun Jul 05, 2009 7:48 pm    Post subject: Reply with quote Back to top

I've done quite a bit more work on this!

added windows (which before were acting up and wouldn't appear where they appeared in the editor).

Fine tuned portals, so there is minimal graphic glitches.

deployed a "quick fix" to the intangible floors glitch. I used un-pickupable ammo boxes and stuck them in the floor of the problem areas. I was thinking it might help more performance wise to use normal boxes with the force collisions tag off. Also, penetrating weapons can still shoot through the boxes. Is there a bitflag that prevents this? I would appreciate any input on both of these issues.

you can now jump out of the front window (the lowest one, if your confused). It works pretty well other than a minor glitch (it appears as if you teleport to the bottom, instead of fall out) But you cant jump up to the top from the exterior (as far as i can tell) so it works pretty well. overall i think it adds more flow to the level ( as opposed to before, when the only way out/ in was though the center room).




Anyway, with all this completed i might have it done pretty soon. There's only a few more things i want to try out and then it will be ready for its first release.
 
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Entropy Soldier
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 PostPosted: Thu Jul 09, 2009 8:12 pm    Post subject: Reply with quote Back to top

alright, this is done! updated the first post and emailed it to subdrag.
 
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Wreck
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 PostPosted: Fri Jul 10, 2009 9:05 am    Post subject: Reply with quote Back to top

Looks pretty good, E-Sol.
I'll have to check it out once it's up on the Vault. Smile
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SubDrag
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 PostPosted: Fri Jul 10, 2009 12:47 pm    Post subject: Reply with quote Back to top

I'm out of town till Sunday so it won't be up till then, but great!
 
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SubDrag
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 PostPosted: Mon Jul 13, 2009 2:05 pm    Post subject: Reply with quote Back to top

Posted!

http://www.goldeneyevault.com//viewfile.php?id=176
 
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